2. The Five Most Important IM Policies
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Game time is forfeit time – please ensure you have enough rostered
players present prior to the start of your scheduled contest.
Only a team’s captain may confer with the officials.
All players must present their valid Northeastern University issued
Husky Card in order to play.
All roster management is done via the IMLeagues platform.
After the season’s schedule is published, regular season games will
not be rescheduled at a team’s request.
3. General Rules
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Game location may vary between Carter Field and Cabot
Games are a best of five series to exactly 21 points
Goals will be set up 50 feet apart
A coin toss will determine which team goes first
The winner has the choice to throw first or second
4. Each Round
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A round will consist of all four players throwing exactly one disc
The first team will throw the disc twice, allowing both players to act as
the “thrower” and the “deflector” once
Then, they will hand the disc to the opponent to do the same
Each team will have the same number of throws, so if the team that goes
first gets to 21 points, the opposing team has one last round
Exception: In the event that a team makes an instance win shot, the
opposing team will not be given a last shot
5. The Regular Season & Playoffs
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Regular season games will not be rescheduled
Losing By Default:
If a team can not play and contacts the intramural department to indicate this and fills
out the Default Form on the Campus Recreation Website, they will lose by default.
Team will not lose the forfeit bond.
Playoffs:
The top team in each league will advance to the playoffs
If two teams are tied in the standings the following will be used to determine who will
advance:
Sportsmanship
Forfeited games
Head-to-head record
Point differential
* The remainder of the tie breaking procedures can be found on
page #6 of the Intramural Manager’s Handbook.
6. Scoring
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A team must reach exactly 21 points
If a throw would raise the team's score above 21, those points are
subtracted from that team's score (rather than added)
A dinger (1 point) is scored when the deflector deflects the disc that hits
the goal without going in
A deuce (2 points) is scored when the thrower hits the side of the goal
without assistance from the deflector.
A bucket (3 points) is scored when the deflector redirects the thrown disc
into the goal
7. Scoring
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An instant win is when the thrower lands the disc in the goal without
assistance from the deflector
The opposing team does not get to match the toss
If the thrower or deflector is interfered with by the opposing team, the
throwing team will be given the choice to take 1, 2, or 3 points
8. Deflectors
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Deflectors may:
Move anywhere in the playing area to make a deflection
Slap, hit, strike, kick, or knee the disc to redirect it
Deflectors may not:
Touch the goal at any time
Catch, throw, lift, palm, pull, push, or double hit the disc
Stop the disc in mid air to cause it to fall straight down
Trap the disc between his or her body and any part of the goal
9. Special Scoring Cases
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If a deflector tips the disc into the goal and it bounces back out through the
top, it is counted as 1 point
If a deflector tips the disc into the goal and it comes back out the slot cleanly,
no points are awarded
If the disc is tipped into the goal and it comes back out the slot after
hitting the goal, it is counted as 1 point
A deflector may not "save" an instant win that he or she thinks may pop out
the top
In the case the deflector touches a disc inside the goal which has
entered from the instant win slot, it is counted as 2 points. If a disc enters
the instant win slot cleanly, and then it touches the deflector, it will be
counted as 3 points
If the disc enters through the instant win slot and comes out of
the top without the deflector touching it, 2 points are awarded
10. Special Scoring Cases
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If the disc enters through the instant win slot, hits the back of the goal, and
comes back out through the slot, 2 points are awarded
If the disc enters through the slot, comes out of the top of the goal, and
then the deflector tips the disc toward the goal, it will be 2 points, provided
the disc touched the goal before it was tipped
If the disc enters the slot and comes out of the top of the goal cleanly, the
deflector may tip it for a dinger (1 point) or a bucket (3 points)
If the disc is deflected into the slot opening and comes back out through
the slot opening or the top, 1 point is awarded provided the disc hit the goal
Once a disc hits the goal on the fly for 2 points, no more points can be
awarded, unless somehow the disc flips into the instant win slot
11. Special Scoring Cases
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Should the deflected disc come to rest for more than five seconds on the
top edge of the goal, 1 point is awarded
Should the untouched thrown disc come to rest for more than five
seconds on the edge of the goal, 2 points are awarded
Should the deflected disc become stuck in the back part of the goal, 1
point is scored
Should the untouched thrown disc become stuck in the back part of the
goal, 2 points are scored
12. Rulings for a Goal Falling Over
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If during a throw, the wind knocks the entire goal over, a re-throw will be
awarded. Otherwise, there are no re-throws due to weather
If during an instant win, the goal falls over, the instant win will count if at
least half of the disc remains inside the fallen goal, or the disc exits through
the bottom of the fallen goal
Should the disc exit through the top, 2 points are scored
If during bucket, the goal falls over, the bucket will count if at least half of
the disc remains inside the fallen go